Compara los precios de Coffee Crawl en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Vectorinox. Publicado por Vectorinox. Lanzado el 21/3/2018. Disponible en PC, Mac. Géneros: Action, Adventure, Indie, RPG.

A coffee-fuelled one-person roguelike where the whole world fell asleep and your survivor's only job is to figure out why, before permadeath sends you right back to the start.

My first honest reaction to Coffee Crawl was mild confusion, which turned into mild respect, which eventually settled into something warmer. Vectorinox built this thing solo in RPG Maker MV, drew clear inspiration from a sprawling and strange family tree including Dungeon Crawl Stone Soup, Elona+, Risk of Rain, and The Binding of Isaac, and then just released it at a price that costs less than a flat white. That context matters. This is not a game pretending to be something it isn't. The premise is quietly surreal in a way that suits the genre: a mysterious phenomenon has put the world to sleep, and the few survivors left standing are suppressing the pull of unconsciousness with coffee. You pick a class, step into a procedurally generated world of randomly assembled levels ranging from vast basements to labyrinthine libraries, and then start the loop of looting, crafting, and dying. Combat is intentionally fast and frictionless with no manual aiming required, which keeps the tempo brisk even when the systems around it get messier. The resource side is where the texture lives: you manage your carry weight, trade and fulfil requests from NPC survivors called peers, visit a Cleric for experience-boosting blessings, and chase down a crafting list that the game reveals slowly and sometimes cruelly. The tutorial covers basics but leaves most discoveries to the player through repetition and failure, which is either appealing or alienating depending on your patience with that kind of deliberate opacity. The quirk and class system adds some welcome shape to each run. Cards introduce invasion events when played, abilities expand your options, and ailments accumulate across a session in ways that reward learning the rhythm rather than brute-forcing it. An anarchy mode sits alongside the main experience for players who want looser structure. Map progress partially carries between runs, which softens the permadeath sting without dissolving it entirely. The developer has updated the game consistently since launch, tuning numbers, adding abilities, removing mechanics that turned out to be tedious (a belly system was scrapped and replaced with food cooldowns), and adding content through patches. That sustained care for a game this small is worth naming out loud. What works against it is visibility and polish. With a tiny review pool and no critical coverage, there is almost no outside signal to help you set expectations before you start. The RPG Maker engine shows its edges occasionally, particularly at startup, and the interface can feel more like a personal project than a shipped product. The developer themselves described it as "kinda niche and weird" and acknowledged it may not appeal to everyone. That honesty is endearing, and it is also accurate. If you come in expecting a refined or guided experience, Coffee Crawl will push back. If you like games that reveal themselves through accumulated failure and reward players who read every tooltip without being asked, the loop here has more depth than the price tag implies. Kai, Scout Team

Coffee Crawl

Coffee Crawl

21 mar 2018Vectorinox
GamerScout opina

A coffee-fuelled one-person roguelike where the whole world fell asleep and your survivor's only job is to figure out why, before permadeath sends you right back to the start.

PCMac
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My first honest reaction to Coffee Crawl was mild confusion, which turned into mild respect, which eventually settled into something warmer. Vectorinox built this thing solo in RPG Maker MV, drew clear inspiration from a sprawling and strange family tree including Dungeon Crawl Stone Soup, Elona+, Risk of Rain, and The Binding of Isaac, and then just released it at a price that costs less than a flat white. That context matters. This is not a game pretending to be something it isn't. The premise is quietly surreal in a way that suits the genre: a mysterious phenomenon has put the world to sleep, and the few survivors left standing are suppressing the pull of unconsciousness with coffee. You pick a class, step into a procedurally generated world of randomly assembled levels ranging from vast basements to labyrinthine libraries, and then start the loop of looting, crafting, and dying. Combat is intentionally fast and frictionless with no manual aiming required, which keeps the tempo brisk even when the systems around it get messier. The resource side is where the texture lives: you manage your carry weight, trade and fulfil requests from NPC survivors called peers, visit a Cleric for experience-boosting blessings, and chase down a crafting list that the game reveals slowly and sometimes cruelly. The tutorial covers basics but leaves most discoveries to the player through repetition and failure, which is either appealing or alienating depending on your patience with that kind of deliberate opacity. The quirk and class system adds some welcome shape to each run. Cards introduce invasion events when played, abilities expand your options, and ailments accumulate across a session in ways that reward learning the rhythm rather than brute-forcing it. An anarchy mode sits alongside the main experience for players who want looser structure. Map progress partially carries between runs, which softens the permadeath sting without dissolving it entirely. The developer has updated the game consistently since launch, tuning numbers, adding abilities, removing mechanics that turned out to be tedious (a belly system was scrapped and replaced with food cooldowns), and adding content through patches. That sustained care for a game this small is worth naming out loud. What works against it is visibility and polish. With a tiny review pool and no critical coverage, there is almost no outside signal to help you set expectations before you start. The RPG Maker engine shows its edges occasionally, particularly at startup, and the interface can feel more like a personal project than a shipped product. The developer themselves described it as "kinda niche and weird" and acknowledged it may not appeal to everyone. That honesty is endearing, and it is also accurate. If you come in expecting a refined or guided experience, Coffee Crawl will push back. If you like games that reveal themselves through accumulated failure and reward players who read every tooltip without being asked, the loop here has more depth than the price tag implies.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercloud-savestier:sub-5PermadeathClass SelectionDiscovery-Based ProgressionNPC TradingAnarchy ModeCard EventsAilment SystemRPGMaker RoguelikeSolo Developer

Requisitos del sistema

Mínimos

OS
WindowsR 7/8/8.1/10 (32bit/64bit)
Memory
4 GB RAM
DirectX
Version 9.0
Storage
450 MB available space
Graphics
DirectX 9/OpenGL 4.1 capable GPU
Processor
Intel Core2 Duo or better
Sound Card
DirectX 9.0 Compatible Sound

Recomendados

OpenGL ES 2.0 hardware driver support required for WebGL acceleration. (AMD Catalyst 10.9, nVidia 358.50), iOS 8.0, Android 4.4.4

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Información del juego

Desarrolladora
Vectorinox
Distribuidora
Vectorinox
Fecha de lanzamiento
21 mar 2018

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¿Cuánto cuesta Coffee Crawl?

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¿Dónde puedo comprar Coffee Crawl más barato?

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¿En qué plataformas está disponible Coffee Crawl?

Coffee Crawl está disponible en PC, Mac.

¿Cuándo se lanzó Coffee Crawl?

Coffee Crawl se lanzó el 21 de marzo de 2018.

¿Quién desarrolló Coffee Crawl?

Coffee Crawl fue desarrollado por Vectorinox.